
| Billy ''Gunner' Johnson | 
 
	
 
                
                
              
            
            How close do you intend to approach the dust?
Also a knowledge religion check would be good from anyone who made the perception check.
Not trained in knowledge religion so I can't roll for it unless it is a DC10 or less check, correct?
Gunner stops 5 feet from the disturbance and gives the others a chance to move into position as he continues to study the pattern in the dust.

| Lua | 
 
	
 
                
                
              
            
            "The swirling dust is an evil spirit- a haunt.  I believe I can remove it with positive energy."
Lua begins to make the signs of her channel. 
Lua expends 2 uses of her Lay on Hands to channel positive energy agains undead 30 foot range.

| Dukkan 'Doc' Longpaw | 
 
	
 
                
                
              
            
            "Did it work?" Dukkan asks from where he was watching near the back of the group. He shivers, of course the place would be haunted.

| Billy ''Gunner' Johnson | 
 
	
 
                
                
              
            
            There is nothing stirring in this room right now. There is a door on the west wall.
Billy quickly searches the area where the haunt had been for anything interesting.
Perception: 1d20 + 8 ⇒ (1) + 8 = 9

| Billy ''Gunner' Johnson | 
 
	
 
                
                
              
            
            Gunner stops and looks for footprints again of the other group.
Survival: 1d20 + 8 ⇒ (1) + 8 = 9
That's twice in a row to get a 1
Urga, might as well go through the closest door.

| Shenderik | 
 
	
 
                
                
              
            
            I wonder if I'm looking at the wrong map? The "Current Map" link up above doesn't show us, and the area I think we just entered is still blacked out.

| Urga the Ogre | 
 
	
 
                
                
              
            
            Urga nods at Gunner and opens the closest door.
Perception:1d20 + 4 ⇒ (10) + 4 = 14

| Urga the Ogre | 
 
	
 
                
                
              
            
            Urga closes the door,"Just an old washroom. Sounds like there's a wild animal in the tub."
Urga moves down the hall and opens the next door.
Perception:1d20 + 4 ⇒ (8) + 4 = 12

| drbuzzard | 
 
	
 
                
                
              
            
            elegant solution to that encounter
You open the next door.
This oak-paneled chamber must have once been breathtaking, but is a sad sight now—the orboards are warped with moisture and the paneling scratched and spotted with mold. A grand piano, its surface splotchy and keys warped, leans tiredly in the southeast corner.

| Billy ''Gunner' Johnson | 
 
	
 
                
                
              
            
            Gunner gives up on the idea of tracking the other group by looking for footprints. Instead he decides to look around the room for clues as to why the other group would have been interested in the building.
Perception: 1d20 + 8 ⇒ (16) + 8 = 24

| drbuzzard | 
 
	
 
                
                
              
            
            Lua speaks up "I think this place is filled with haunts. They are spirits trapped in a place which has a tragic past. Something very wrong must have taken place throughout this house. As I understand them, while I can get rid of them for a little while with my divine energy, they will just come back eventually. We need to find the source of the tragedy and fulfill some condition which will get rid of the haunts permanently. "
"Also, if we just don't trigger them through some interaction, they are harmless. Of course I don't know what the trigger is, but here I'd guess it's playing the piano. "

| Billy ''Gunner' Johnson | 
 
	
 
                
                
              
            
            Lua speaks up "I think this place is filled with haunts. They are spirits trapped in a place which has a tragic past. Something very wrong must have taken place throughout this house. As I understand them, while I can get rid of them for a little while with my divine energy, they will just come back eventually. We need to find the source of the tragedy and fulfill some condition which will get rid of the haunts permanently. "
"Also, if we just don't trigger them through some interaction, they are harmless. Of course I don't know what the trigger is, but here I'd guess it's playing the piano. "
"Thank you for the explanation lady Paladin." Gunner takes his usual position covering Urga as the search of the haunted mansion continues.

| drbuzzard | 
 
	
 
                
                
              
            
            You go into the door south of the dining room.
This library features two chairs, one of which lies on its side, before a stone fireplace. A scarf, its reds and golds contrasting with the drab palette of the room, is draped over the side of the fallen chair. A book sits facedown on the floor between the chairs. A stone bookend, carved to look like a praying angel with butterfly wings, lies on its side in the fireplace itself.

| Billy ''Gunner' Johnson | 
 
	
 
                
                
              
            
            Billy carefully enters the room, expecting yet another haunt and takes a look around for any clues about what's going on and where the other adventuring party went.
Perception: 1d20 + 8 ⇒ (20) + 8 = 28 Darn...wish I could roll like that in combat!

| drbuzzard | 
 
	
 
                
                
              
            
            A splash of dried blood stains the back of the northernmost chair, and an examination of the bookend reveals more blood, clots of hair, and bits of skull and f lesh—in addition, part of one wing has been broken off.
Also, you do notice the scarp on the chair seems to be twitching a bit on its own with any sign of a breeze or anything.

| Dukkan 'Doc' Longpaw | 
 
	
 
                
                
              
            
            perception: 1d20 + 9 ⇒ (20) + 9 = 29
Tell me about it.
Heal Check: 1d20 + 9 ⇒ (6) + 9 = 15
Not sure what I should roll for a forensics sweep, but as a doctor I think my medical skills would be best fit. If not I can change it accordingly or remove it.
Dukkan moves over to the fallen book was and carefully examines it's title for a moment before he takes in the rest scene. 'Could the scarf be from one of the other adventurers?' If it was, then it was a bad omen to what might have happened to them.
"Looks like there was a scuffle here recently. The furniture's been disturbed and... there's blood on this chair." He doesn't touch anything yet in fear of triggering another haunt.
He turns to Lua and asks, "Are you sensing any 'evil intent' coming from this area in particular, Miss Lua? I'd like to investigate this scene further, but I'd rather not stir up any ghosts just yet."

| Urga the Ogre | 
 
	
 
                
                
              
            
            "The scarf is probably another haunt. Let's just leave it alone and keep moving."

| Billy ''Gunner' Johnson | 
 
	
 
                
                
              
            
            Billy will open the door to the room and assuming that it's obvious will suggest that the team move up to the third floor and then do a systematic sweep of the building starting at the top and moving down.
 
	
 
     
     
    